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Justice7541

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Everything posted by Justice7541

  1. While we're on the topic of supers, is it just me or are a lot of the supers really underwhelming now? They were fine when they were just preceded by a little flash but with the new cinematic cut-ins it makes you expect some super anime 50-hit SF4 ultra shit. Then you just get a slightly bigger fireball after all the buildup.
  2. Well I know the matchup in theory but in practice he still wrecks me. He doesn't have anything unblockable (in fact, his mixups are pretty slow) but he just has way too much stuff to watch for and he gets like 3-4 chances per blockstring. It's all incredibly solid and I have no idea how to deal with it without taking huge risks. I was using Izayoi in part because I play her a lot but also because she's a good example of a character who actually has to react to Ragna pressure rather just doing some YOLO mash to escape. It's mostly just an issue of risk/reward, Ragna scoops at least 2.5k and hard oki off any hit and he gets into his pressure game super easily so unless I can actually punish him hard on EVERYTHING it's pretty much a straight loss for me. Relying on a hard read that gives me 1k and puts him back at neutral vs. him getting 2.5k and getting corner oki isn't a good situation when he's got some of the best neutral pokes in the game. Maybe I should just play Ragna until I can do his pressure myself, that usually helps.
  3. So I'm trying to figure out how to take advantage of j.4DD fastfall as a pressure reset. Does anyone have that list of who j.C hits as an instant overhead?
  4. No way Kagura is punishing a Mu stein set (or Dead Spike for that matter) with 6DC unless he predicts it. I'm not sure exactly when the projectile superarmor starts up but it's on the very first active frame of 6DC it's 31 frames minimum.
  5. That's more of a "charge through fullscreen projectiles" move since the startup before the actual projectile superarmor is huge. It's no Sledge. I can't test it right this instant but I think Dead Spike > Dead Spike will beat out Kagura 6DC if you make him block the first Dead Spike. I was mostly joking anyway, Kagura being super slow is just one of those jokes I like to beat to death. Tager too fast for Kagura, gets zoned out by Spark Bolt etc. Dead Spike is definitely legit against Kagura though as long as it's not the only thing you're doing.
  6. Playing Izayoi is definitely part of the problem since she has no easy counters to anything he does. If he makes you block a 2C you pretty much have no choice but to let him reset his blockstring unless you want to gamble on a Phorizer or 6A, both of which will get you blown up hard if he doesn't 5B, and the rewards for actually guessing right are pretty slim since at best it puts you back at neutral where he still has the advantage. As Hazama I could at least make Ragna guess a bit more since Jayoku was a real threat, but Ragna doesn't really need to worry about anything Izayoi does if he just spaces her properly for his blockstrings. He can take all sorts of risks and as far as I can tell his only really punishable move is Blood Scythe. Anything else he won't really get hit hard enough to deter him from taking the risk and he'll still be in an advantageous position after anyway. Playing as Kagura versus Ragna is super easy by comparison so I know his stuff isn't as safe as it seems when I'm playing Izayoi. Although Ragna can actually zone Kagura out with Dead Spike and there's nothing he can do.
  7. If someone could break down which pressure options "drop out" for Ragna at certain distances/points in his blockstring, i.e. can't do 6D after he's been pushed out to 5B max range etc., I bet that would help a lot. Right now it feels like he can just reset pressure for free whenever he wants even though I know that's not the case.
  8. Or get fataled trying and eat 5k.
  9. I need some help on this matchup. It feels like Ragna's pressure is just way too safe and too rewarding and literally goes on forever. At least when I'm playing Izayoi anyway. He has too many safe, high-reward blockstring resets (6d, 2c, blood scythe, dead spike, gauntlet) and escapes pressure super easily. Every match against every Ragna ever feels like: 1) Run around frantically avoiding his huge normals until I get hit or made to block. 2) Ragna runs blockstrings on you for 20+ seconds until you mess up and he gets a hit, them repeat. 3) If he gets bored/sloppy and lets you out of pressure, go back to step 1. Objectively he isn't as bullshit as he was in Extend but this stupid character has felt ultra gay to fight against ever since CS1 with his ultra safe options and endless pressure. I need tips, basically.
  10. Am I the only one who thinks Kagura might actually be better with the changes? 6a nerf hurts but reduced recovery on C normals is a big deal as is 2da being air stance cancelable (we can do 2da 4d stance cancel now). I always thought Kagura was fine with oki and damage, he just needed better neutral. And maybe better range but that's probably not going to change anytime soon.
  11. Her anti-airs look decent but they're pretty crap. Her AA game is basically just making the opponent not want to take risks on her because she scoops pretty decent damage off her AA hits. 6A is a guardpoint, not invul, so it works about as well as Bang's 2D except minus the teleport crossup and jump cancel on block options. It's also slower. 623B is good and leads to stocks/damage IF you connect with it, but the hitbox isn't as good as Jin's even though it looks similar. It's actually super narrow, it'll whiff if they're too low or too close. 623C is better but it's awkward since they have to be right above you. It's like trying to anti-air with Jin's Rehhyou but again the hitbox is worse. 5A has a really crappy hitbox so don't bother with it. 5C is okay in limited cases but you have to be really spot-on with the spacing or you'll just trade or lose. Honestly her best AA is probably just jump + j.A.
  12. Hoverdash j.C off a Strike Fall is always a safejump as well if you time it right.
  13. My biggest Relius problem back in Extend was people just turtling on me until Ignis ran out, since his mixup is super slow and obvious. The only way I could really open up their guard was to sneak in unblockables from time to time to scare them into mashing then start trying to bait/frametrap the mashes. Feels a lot like Yukiko in that regard.
  14. So I'm getting back into this char after Extend threw me off. Any particularly good mixup routes he has now off his neutral pressure (i.e. 5B 6D/2D > whatever)? I remember his mixup being pretty bad at neutral in Extend, I dunno if they really changed anything that improves it in CP.
  15. Record the combo on the dummy and do the DP manually as Ragna. It is a safejump btw.
  16. As if Terumi needed more damage of all things.
  17. You can't block Jarin in OD. Might be able to use it for some silliness as a result.
  18. OD Orochi has the bow. It's one of the silly situations where the OD super is actually worse than the regular version. I think 2A still catches forward roll after the bow though but I could be wrong about that.
  19. I dunno what the actual frames are on Bullet's 6D/2D but they're definitely reactable, albeit hard to do so. The high version hits considerably more quickly after the jump up so there is at least a tell. Going by what we know right now (we may all be wrong) low Orochi looks pretty much exactly like the overhead version, to the extent that you could play it back at 10% speed and probably not actually be able to tell the difference between the two. Pure speculation based on a 3-second clip. Also @ TD I'm guessing it'll probably wallbounce in corner like current OD Orochi does. You can still take oki off that although it's not like Terumi has super ambiguous mixups off a knockdown anyway.
  20. I personally think 5C RC mixup is a lot harder to react to but that's just me. Either way thought they're not unseeable mixups, unlike this super which as far as anyone can tell from the two-second clip we've been given, looks pretty much exactly the same, making a true 50/50.
  21. Terumi already does a load of damage. Starting with no meter in corner off a 5B, he can hit 5k+ really easily, and if he opts to sit on the meter instead, he can get 100% in two combos. Imagine if Terumi could hit you once, push you into corner, then do a safejump meaty into a true 50/50 that outright kills you if you guess wrong and there's nothing you can do about it after he's tagged you once with his 8f 5B that is +2 on block, except guess or burst.
  22. I think people are assuming it is because: 1) It's basically the same super as an S starter that looks exactly like it 2) The animation is absurdly ambiguous so it'd be dumb if it led to big damage 3) It's - on hit so it probably wasn't meant to be used as a combo tool in the first place.
  23. On the plus side, it looks pretty much EXACTLY the same as the overhead version. Even with a superflash to tell you the mixup is coming it's looking to be super hard to block. It'd probably be a good option to close out rounds or possibly to RC into troll resets.
  24. Don't forget Crusade cancel, it's a good way to bait out DP mash attempts if the opponent is looking for Sonic Saber or 6C instead.
  25. Airdash, I wanted to see how hoverdash > airdash j.B broke down versus hoverdash > land 2A/2B.
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